/*
 * Copyright (c) 2003-2006 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package org.gpp.proj1.demo.gamestate;

import com.jme.app.GameState;
import com.jme.app.GameStateManager;
import com.jme.app.StandardGameState;
import com.jme.input.KeyBindingManager;
import com.jme.input.KeyInput;
import com.jme.renderer.Renderer;
import com.jme.scene.Text;
import com.jme.scene.state.LightState;
import com.jme.system.DisplaySystem;

/** 
 * @author Per Thulin
 */
public class PausedState extends StandardGameState {
	
	/** Our display system. */
	private DisplaySystem display;

    private Text text;

    public PausedState(String name) {
        super(name);

        display = DisplaySystem.getDisplaySystem();
        initInput();
        initText();

        rootNode.setLightCombineMode(LightState.OFF);
        rootNode.setRenderQueueMode(Renderer.QUEUE_ORTHO);
        rootNode.updateRenderState();
        rootNode.updateGeometricState(0, true);
    }
	
	/**
	 * @see com.jmex.game.state.CameraGameState#onActivate()
	 */
	public void onActivate() {
		display.setTitle("Test Game State System - Paused State");
		super.onActivate();
	}
	
	/**
	 * Inits the input handler we will use for navigation of the menu.
	 */
	protected void initInput() {
		KeyBindingManager.getKeyBindingManager().set("continue", KeyInput.KEY_RETURN);
	}
	
	/**
	 * Inits the button placed at the center of the screen.
	 */
	private void initText() {
        text = Text.createDefaultTextLabel( "info" );
        text.print( "PAUSED - press enter to continue" );
        
        text.getLocalTranslation().set( display.getWidth() / 2 - text.getWidth() / 2, display.getHeight() / 2, 0 );
		
        rootNode.attachChild( text );
	}
	
	/**
	 * Updates input and button.
	 * 
	 * @param tpf The time since last frame.
	 * @see GameState#update(float)
	 */
	protected void stateUpdate(float tpf) {
		if (KeyBindingManager.getKeyBindingManager().isValidCommand("continue", false)) {

			GameStateManager.getInstance().deactivateChildNamed("paused");
			GameStateManager.getInstance().activateChildNamed("terrain");
        }
	}
}